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I don't know if the dev looks at this site or not, but there are a few things that I think would make the experience better.

1. Swap inventory line. A button off to the right side of each line of inventory (and chests) that lets you move the entire line. Aluminum is usually the top line after a sort, and a single click to transfer to my storage cabinet rather than 5 clicks would save a lot of clicking over the course of a game.

2. Fix It! If hydration, food or oxygen bars are low, and you have the appropriate item in inventory, hitting a hotkey (Z or X default maybe?) it takes the item. No need to open up the menu in the handful of seconds it gives you, find the item you want, and right click.

3. Repeat Last Action. Mostly for building things. Iron builds up once you are using automated mining, and I just place them as windmills. Only about 1 energy, sure, but a few hundred of them add up. But Q -Select Windmill-Click would be so much nicer to just R(or whatever hotkey)-Click-R-Click. The real issue is all the time spent moving the mouse to get to windmill then back to where you are building.

4. Beautiful map, but re-playability suffers. I'm only on game 5 and already planning my min-max speedrun. I realize random map would be a pain in the butt to "balance", but long term I think it's essential unless the goal is a game you play for maybe 30 hours and never look at again. Unless you are a speedrunner.

5. When you run out of techs that you can learn from chips, just give access to the tech next in line, whether heat, pressure, whatever. Don't change the values in the world, just let you use the tech a little earlier than you otherwise would.

Those are the biggies on my wish list. Mostly QoL.

Overall, great game! Very impressive!
Regarding 1. and 3., the "accessibility key" (control key by default) lets you transfer all items of a type or build/craft multiple things in a row. It also constrains rotations to 90° increments, which can also be nice.
Post edited May 29, 2022 by aderesch
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aderesch: Regarding 1. and 3., the "accessibility key" (control key by default) lets you transfer all items of a type or build/craft multiple things in a row. It also constrains rotations to 90° increments, which can also be nice.
Oh, thanks! Too bad I didn't have this as a question. I could have given you a point for the right answer.

I didn't even bother looking at accessibility. In Windows that's just stuff for helping with those who have special physical needs I'll give it a look-see.

Something else I was thinking would be a nice feature would be a Terraria-esque button on inventory screen that sorts inventory into all "nearby" storage lockers that have at least one of that item. Better yet, a hard-to-reach hotkey like "\" or "`".

That's probably already there in accessibility. too, isn't it? ;)

[EDIT]
LOVE that accessibility key. Transfer all of whatever you click on rather than my suggestion of a line of them, and you don't even need to sort first.

Thanks for the heads-up!
[/EDIT]
Post edited May 30, 2022 by Thorfinn
Rewrite the terraforming process.
It should go from getting resources to survive to building a base (waterproof with an airlock!).
Next step should be establishing magnetosphere so the solar winds won't blow the new atmosphere away.
Then you can start making atmosphere. Soil will need bacteria conditioning before something can grow on it.

ALSO:
* particles of O2 should be counted into atmospheric pressure.
* Heat is measured in Joules (J) or Watt-hours (Wh) not in Kelvins (K). Having temperature in mK while having vegetation outside is absurd. It would be frozen (0K = -273,15 °C) Having temperature 2,75 mK outside is having everything frozen.
* How can you have a plant life when your atmospheric pressure is in miliPascals (mPa), that does not make sense at all, start with milipascals (who cares), but get you have get to 100 000 Pa sometime...
* In caves are still ice leftovers even when the temperature of melting was reached long ago.
* Please, add some rudimentary physics - bases flying in the air withou any rudimentary support and rocket rolling down the hill after launching do not look very good.
* Keep up with steam version - on Steam there is already 5 days old new update.
* How come that base modules are gas proof, but not water proof? Please add an airlock, or pump to make submerged base liveable again.
* When traversing hills or caves you can easily fall-off the map
* Buildings found after earlier inhabitants cannot be repaired to be functional again.
* Where is the base airsupply coming from? You should make it finite but renewable resource.
* Why can't you build anything on the rock?
Post edited May 31, 2022 by Robin_Seina
These are very good suggestions. I'd like to add a few!

* Building ladders is a little janky. What I mean specifically is you can build ladders to go UP but not DOWN. While this doesn't seem like a big issue, accidentally delete a ladder while you're on the upper floor and see what happens. You'll be trapped unless you have a second ladder handy (That goes down) or you can build an exit hatch or re-use the ladder to go up onto the roof and get out that way. Allow us to push a button to build the TOP of the ladder instead of the BOTTOM. I have accidentally deconstructed a ladder I was about to use and had to make a mess to get out, MANY times.

*Deconstruction is too easy to do by mistake. (See above for one reason why this is frustrating). Like Subnautica we should have to HOLD the key to complete the process. Either it cancels out entirely if we release prematurely, or (again like Subnautica) it pauses partly through construction/deconstruction. Either is fine, just allow us to make SURE we intend to construct/deconstruct something at that exact spot before leaving us with the consequences from a mis-click. It's very easy to accidentally leave the tool on deconstruct and destroy something you were intending to use!

* Constructing bases from inside the base is difficult. You can't see the module you're about to add on to the wall in front of you (in the case of a room module, or corner module) and this makes it difficult to align things the way you want. I've had to use trial and error to set the corner I'm placing to be facing correctly to the left/right instead of the wrong way. Allow us to see the glowing highlight through the wall, or make the wall temporarily transparent. Whatever let's use see the facing direction and exact alignment of whatever we're actually about to place.

*Inventory management. The existing 'dump/take all' buttons are great, but I'd like to see some kind of stacking. I.e. you have a locker full of magnesium and iridium... stack will automatically place as much of either that the locker can hold from your inventory without you having to sort through your inventory and manually click each item over. Dumping is great in some instances, but not when you're trying to sort through your multiple lockers to deposit a specific kind of resource into each one.

*Auto grab from lockers. While this is more of a 'big wish' item... I'd like to mention it. Building can be VERY tedious in your base when you have to run around to 8 or so different lockers to pick up everything you need to add expansions or build furniture/equipment. Perhaps it could be possible (maybe as a buildable chip or something) to automatically draw inventory from local lockers (or special material transmitting lockers, I don't know) while you're inside the base containing those items. It would help massively when doing big rennovation projects, or doing a large amount of construction/deconstruction. Like say you get the large room... that will make most players want to completely revamp big chunks of their base and that will be a massively tedious undertaking without some help like this. I tried to rennovate and ended up with materials everywhere I had to manage and it quickly became overwhelming.

*Building alignment. The current alignment system ijs helpful, but there seems to be a disconnect between building the support frames and the room modules. They don't align/link to each other! Modules won't link to stairs, modules won't link to frames (Either on top of them, centered, or on the edge of one to align the door height properly. Stairs will link to module hatches which is helpful but we could use more like this! Having link points for everything will make choosing a starting point much easier. Wether that's a frame, room, or stairway you're starting with, so everything aligns well once you build out from there. I've had to spend MANY fiddly minutes deconstructing and reconstructing things only to have the frames too high/'low for me to go into a door easily, or the stairs won't sit right. More alignments points would be very nice!

*The accessibility key. Having one is a huge step towards open and inviting gaming for all types of people. But I didn't even know it was a thing! You need to have a detailed explainer for all of the accessibility key functions. I love that you have one, but beyond it sayiing 'accesibility key'... I literally have no idea what it does. And I'm sure most of those who need this key aren't going to want to dig through patch notes for the single note on what it actually does. A small explainer box or something is needed so people know what it does and if it will help them.
Post edited June 03, 2022 by Shalmendo
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Thorfinn: I didn't even bother looking at accessibility. In Windows that's just stuff for helping with those who have special physical needs I'll give it a look-see.
In Russian localization, this value is translated as "access key", "passkey". That is, it is impossible to guess what the associated key does. Besides, it still doesn't work. At least in build 10. Hovering over an item in the closet and pressing this key does not transfer all items of that type to the inventory if this is an example of its use.
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Robin_Seina: * particles of O2 should be counted into atmospheric pressure.
* Heat is measured in Joules (J) or Watt-hours (Wh) not in Kelvins (K). Having temperature in mK while having vegetation outside is absurd. It would be frozen (0K = -273,15 °C) Having temperature 2,75 mK outside is having everything frozen.
* How can you have a plant life when your atmospheric pressure is in miliPascals (mPa), that does not make sense at all, start with milipascals (who cares), but get you have get to 100 000 Pa sometime...
Good remarks. I now have grass growing everywhere in the open area. At the same time, the percentage of oxygen in the atmosphere is 356.7 ppb (0.00003567%!). At a pressure of 2.25 Pa (0.00002221 atm) this amounts to a partial pressure of oxygen of 7.92231E-12. And this is at a temperature of -272.68862 °C. The developers messed up something very badly when they came up with the physical model of the game.
Post edited July 24, 2023 by Korb